DataCache: add proper fallback mdl handler and fix rendering

Add a proper class for dealing with fallback models and the warnings thereof. Also reverted the 'old_gather_props' removal, as otherwise fallback models won't draw (new gather props solution doesn't call CMDLCache::GetHardwareData()).
This commit is contained in:
Kawe Mazidjatari 2024-01-05 01:22:55 +01:00
parent 6b708e33ea
commit e416bdbbfe
3 changed files with 176 additions and 71 deletions

View File

@ -15,9 +15,8 @@
#include "rtech/rtech_utils.h"
#include "public/studio.h"
RMDLFallBack_t* g_pMDLFallback = new RMDLFallBack_t();
std::unordered_set<MDLHandle_t> g_vBadMDLHandles;
CStudioFallbackHandler g_StudioMdlFallbackHandler;
#define IS_VALID_DATACACHE_HANDLE(cacheHandle) (cacheHandle && cacheHandle != DC_INVALID_HANDLE)
//-----------------------------------------------------------------------------
// Purpose: finds an MDL
@ -48,21 +47,18 @@ studiohdr_t* CMDLCache::FindMDL(CMDLCache* const cache, const MDLHandle_t handle
studiocache_t* studioCache = pStudioData->GetStudioCache();
// Store error and empty fallback models.
if (studioCache && studioCache != DC_INVALID_HANDLE)
if (IS_VALID_DATACACHE_HANDLE(studioCache))
{
studiohdr_t* const pStudioHDR = pStudioData->GetStudioCache()->GetStudioHdr();
if (pStudioHDR)
{
if (!g_pMDLFallback->m_hErrorMDL && V_ComparePath(pStudioHDR->name, ERROR_MODEL))
// Typically, you would only check for '(m_nFlags & STUDIODATA_ERROR_MODEL)',
// but for some reason this game doesn't have this flag set on that model.
if (!HasErrorModel() && ((pStudioData->m_nFlags & STUDIODATA_ERROR_MODEL)
|| V_ComparePath(pStudioHDR->name, ERROR_MODEL)))
{
g_pMDLFallback->m_pErrorHDR = pStudioHDR;
g_pMDLFallback->m_hErrorMDL = handle;
}
else if (!g_pMDLFallback->m_hEmptyMDL && V_ComparePath(pStudioHDR->name, EMPTY_MODEL))
{
g_pMDLFallback->m_pEmptyHDR = pStudioHDR;
g_pMDLFallback->m_hEmptyMDL = handle;
g_StudioMdlFallbackHandler.SetFallbackModel(pStudioHDR, handle);
}
}
}
@ -220,13 +216,7 @@ studiohdr_t* CMDLCache::FindUncachedMDL(CMDLCache* const cache, const MDLHandle_
return pStudioHdr;
}
//-----------------------------------------------------------------------------
// Purpose: gets the studio physics cache from cache pool by handle
// Input : *this -
// handle -
// Output : a pointer to the studiophysicsref_t object
//-----------------------------------------------------------------------------
studiophysicsref_t* CMDLCache::GetStudioPhysicsCache(const MDLHandle_t handle)
studiocache_t* CMDLCache::GetStudioCache(const MDLHandle_t handle)
{
if (handle == MDLHANDLE_INVALID)
return nullptr;
@ -234,20 +224,10 @@ studiophysicsref_t* CMDLCache::GetStudioPhysicsCache(const MDLHandle_t handle)
const studiodata_t* const studioData = GetStudioData(handle);
if (!studioData)
{
Warning(eDLL_T::ENGINE, "Attempted to load studio physics ref on model \"%s\" with no studio data!\n", GetModelName(handle));
return nullptr;
}
const studiocache_t* const studioCache = studioData->GetStudioCache();
if (!studioCache || studioCache == DC_INVALID_HANDLE)
{
Warning(eDLL_T::ENGINE, "Attempted to load studio physics ref on model \"%s\" with invalid studio cache!\n", GetModelName(handle));
return nullptr;
}
return studioCache->GetPhysicsCache();
studiocache_t* const studioCache = studioData->GetStudioCache();
return studioCache;
}
//-----------------------------------------------------------------------------
@ -258,7 +238,15 @@ studiophysicsref_t* CMDLCache::GetStudioPhysicsCache(const MDLHandle_t handle)
//-----------------------------------------------------------------------------
vcollide_t* CMDLCache::GetVCollide(CMDLCache* const cache, const MDLHandle_t handle)
{
studiophysicsref_t* const physicsCache = cache->GetStudioPhysicsCache(handle);
studiocache_t* const studioCache = cache->GetStudioCache(handle);
if (!IS_VALID_DATACACHE_HANDLE(studioCache))
{
Warning(eDLL_T::ENGINE, "Attempted to load vcollide on model \"%s\" with invalid studio data!\n", cache->GetModelName(handle));
return nullptr;
}
studiophysicsref_t* const physicsCache = studioCache->GetPhysicsCache();
if (!physicsCache)
return nullptr;
@ -279,7 +267,15 @@ vcollide_t* CMDLCache::GetVCollide(CMDLCache* const cache, const MDLHandle_t han
//-----------------------------------------------------------------------------
void* CMDLCache::GetPhysicsGeometry(CMDLCache* const cache, const MDLHandle_t handle)
{
studiophysicsref_t* const physicsCache = cache->GetStudioPhysicsCache(handle);
studiocache_t* const studioCache = cache->GetStudioCache(handle);
if (!IS_VALID_DATACACHE_HANDLE(studioCache))
{
Warning(eDLL_T::ENGINE, "Attempted to load physics geometry on model \"%s\" with invalid studio data!\n", cache->GetModelName(handle));
return nullptr;
}
studiophysicsref_t* const physicsCache = studioCache->GetPhysicsCache();
if (!physicsCache)
return nullptr;
@ -300,24 +296,38 @@ void* CMDLCache::GetPhysicsGeometry(CMDLCache* const cache, const MDLHandle_t ha
//-----------------------------------------------------------------------------
studiohwdata_t* CMDLCache::GetHardwareData(CMDLCache* const cache, const MDLHandle_t handle)
{
const studiodata_t* pStudioData = cache->GetStudioData(handle);
const studiodata_t* pStudioData = nullptr; cache->GetStudioData(handle);
const studiocache_t* studioCache = cache->GetStudioCache(handle);
if (!pStudioData)
if (!IS_VALID_DATACACHE_HANDLE(studioCache))
{
if (!g_pMDLFallback->m_hErrorMDL)
if (!HasErrorModel())
{
Error(eDLL_T::ENGINE, EXIT_FAILURE, "Studio hardware with handle \"%hu\" not found and \"%s\" couldn't be loaded.\n", handle, ERROR_MODEL);
Error(eDLL_T::ENGINE, NO_ERROR, "Studio hardware for model \"%s\" not found and \"%s\" couldn't be loaded!\n",
cache->GetModelName(handle), ERROR_MODEL);
assert(0); // Should never be hit!
return nullptr;
}
pStudioData = cache->GetStudioData(g_pMDLFallback->m_hErrorMDL);
else
{
// Only spew the message once.
if (g_StudioMdlFallbackHandler.AddToSuppressionList(handle))
{
Warning(eDLL_T::ENGINE, "Studio hardware for model \"%s\" not found; replacing with \"%s\".\n",
cache->GetModelName(handle), ERROR_MODEL);
}
}
pStudioData = cache->GetStudioData(GetErrorModelHandle());
studioCache = pStudioData->GetStudioCache();
}
else
{
pStudioData = cache->GetStudioData(handle);
}
const studiocache_t* const dataCache = pStudioData->GetStudioCache();
if (!dataCache || dataCache == DC_INVALID_HANDLE)
return nullptr;
studiophysicsref_t* const physicsCache = dataCache->GetPhysicsCache();
studiophysicsref_t* const physicsCache = studioCache->GetPhysicsCache();
AcquireSRWLockExclusive(g_pMDLLock);
CMDLCache__CheckData(physicsCache, 1i64); // !!! DECLARED INLINE IN < S3 !!!
@ -334,11 +344,27 @@ studiohwdata_t* CMDLCache::GetHardwareData(CMDLCache* const cache, const MDLHand
//-----------------------------------------------------------------------------
studiohdr_t* CMDLCache::GetErrorModel(void)
{
return g_pMDLFallback->m_pErrorHDR;
// NOTE: must enable the old gather props logic for fallback models to draw !!!
// The new one won't call GetHardwareData on bad model handles.
// TODO[ AMOS ]: move this elsewhere; correct place is GatherStaticPropsSecondPass().
g_StudioMdlFallbackHandler.EnableLegacyGatherProps();
return g_StudioMdlFallbackHandler.GetFallbackModelHeader();
}
const char* CMDLCache::GetErrorModelName(void)
{
const studiohdr_t* const errorStudioHdr = g_StudioMdlFallbackHandler.GetFallbackModelHeader();
assert(errorStudioHdr);
return errorStudioHdr ? errorStudioHdr->name : "(invalid)";
}
MDLHandle_t CMDLCache::GetErrorModelHandle(void)
{
return g_pMDLFallback->m_hErrorMDL;
return g_StudioMdlFallbackHandler.GetFallbackModelHandle();
}
bool CMDLCache::HasErrorModel(void)
{
return g_StudioMdlFallbackHandler.HasFallbackModel();
}
//-----------------------------------------------------------------------------
@ -348,8 +374,8 @@ MDLHandle_t CMDLCache::GetErrorModelHandle(void)
//-----------------------------------------------------------------------------
bool CMDLCache::IsKnownBadModel(const MDLHandle_t handle)
{
auto p = g_vBadMDLHandles.insert(handle);
return !p.second;
// Only adds if it didn't exist yet, else it returns false.
return g_StudioMdlFallbackHandler.AddBadModelHandle(handle);
}
void VMDLCache::Detour(const bool bAttach) const

View File

@ -9,29 +9,95 @@
#include "public/vphysics/vcollide.h"
#include "public/rtech/ipakfile.h"
struct RMDLFallBack_t
class CStudioFallbackHandler
{
studiohdr_t* m_pErrorHDR;
studiohdr_t* m_pEmptyHDR;
MDLHandle_t m_hErrorMDL;
MDLHandle_t m_hEmptyMDL;
RMDLFallBack_t(void)
: m_pErrorHDR(nullptr)
, m_pEmptyHDR(nullptr)
, m_hErrorMDL(NULL)
, m_hEmptyMDL(NULL)
{
}
public:
CStudioFallbackHandler(void)
: m_pFallbackHDR(nullptr)
, m_hFallbackMDL(NULL)
{}
// This must be cleared if 'common.rpak' is getting unloaded!
void Clear(void)
inline void Clear(void)
{
m_pErrorHDR = nullptr;
m_pEmptyHDR = nullptr;
m_hErrorMDL = NULL;
m_hEmptyMDL = NULL;
m_pFallbackHDR = nullptr;
m_hFallbackMDL = NULL;
m_BadMdlHandles.clear();
}
inline bool HasFallbackModel() const
{
return !!m_hFallbackMDL;
}
inline void SetFallbackModel(studiohdr_t* const studioHdr, const MDLHandle_t handle)
{
m_pFallbackHDR = studioHdr;
m_hFallbackMDL = handle;
}
inline studiohdr_t* GetFallbackModelHeader() const
{
return m_pFallbackHDR;
}
inline MDLHandle_t GetFallbackModelHandle() const
{
return m_hFallbackMDL;
}
inline void EnableLegacyGatherProps()
{
if (!old_gather_props->GetBool())
old_gather_props->SetValue(true);
}
inline void DisableLegacyGatherProps()
{
if (old_gather_props->GetBool())
old_gather_props->SetValue(false);
}
inline bool AddBadModelHandle(const MDLHandle_t handle)
{
auto p = m_BadMdlHandles.insert(handle);
return !p.second;
}
inline void ClearBadModelHandleCache()
{
m_BadMdlHandles.clear();
}
inline bool HasInvalidModelHandles()
{
return !m_BadMdlHandles.empty();
}
inline bool AddToSuppressionList(const MDLHandle_t handle)
{
auto p = m_SuppressedHandles.insert(handle);
return p.second;
}
inline void ClearSuppresionList()
{
m_SuppressedHandles.clear();
}
private:
studiohdr_t* m_pFallbackHDR;
MDLHandle_t m_hFallbackMDL;
// Keep track of bad model handles so we don't log the
// same one twice or more to the console and cause a
// significant performance impact.
std::unordered_set<MDLHandle_t> m_BadMdlHandles;
// Don't spam on these handles when trying to get
// hardware data.
std::unordered_set<MDLHandle_t> m_SuppressedHandles;
};
@ -123,8 +189,7 @@ struct studiodata_t
PakHandle_t m_PakHandle;
};
extern RMDLFallBack_t* g_pMDLFallback;
extern std::unordered_set<MDLHandle_t> g_vBadMDLHandles;
extern CStudioFallbackHandler g_StudioMdlFallbackHandler;
class CMDLCache : public CTier1AppSystem<IMDLCache>
{
@ -133,15 +198,16 @@ public:
static void FindCachedMDL(CMDLCache* const cache, studiodata_t* const pStudioData, void* a3);
static studiohdr_t* FindUncachedMDL(CMDLCache* const cache, const MDLHandle_t handle, studiodata_t* const pStudioData, void* a4);
studiophysicsref_t* GetStudioPhysicsCache(const MDLHandle_t handle);
studiocache_t* GetStudioCache(const MDLHandle_t handle);
static vcollide_t* GetVCollide(CMDLCache* const cache, const MDLHandle_t handle);
static void* GetPhysicsGeometry(CMDLCache* const cache, const MDLHandle_t handle);
static studiohwdata_t* GetHardwareData(CMDLCache* const cache, const MDLHandle_t handle);
static studiohdr_t* GetErrorModel(void);
static const char* GetErrorModelName(void);
static MDLHandle_t GetErrorModelHandle(void);
static bool HasErrorModel(void);
static bool IsKnownBadModel(const MDLHandle_t handle);

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@ -266,6 +266,17 @@ void Mod_ProcessPakQueue()
#endif // !DEDICATED
}
// The old gather props is set if a model couldn't be
// loaded properly. If we unload level assets, we just
// enable the new implementation again and re-evaluate
// on the next level load. If we load a missing/bad
// model again, we toggle the old implementation as
// otherwise the fallback models won't render; the new
// gather props solution does not attempt to obtain
// studio hardware data on bad mdl handles. See
// 'CMDLCache::GetErrorModel' for more information.
g_StudioMdlFallbackHandler.DisableLegacyGatherProps();
g_pakLoadApi->UnloadPak(*(PakHandle_t*)v10);
Mod_UnloadPakFile(); // Unload mod pak files.
@ -461,7 +472,9 @@ void Mod_UnloadPakFile(void)
}
}
g_vLoadedPakHandle.Purge();
g_vBadMDLHandles.clear();
g_StudioMdlFallbackHandler.ClearBadModelHandleCache();
g_StudioMdlFallbackHandler.ClearSuppresionList();
}
void VModel_BSP::Detour(const bool bAttach) const